#!/usr/bin/env python
# -*- coding:utf-8 -*-

# 兔子和獾的游戏
# http://blog.csdn.net/joeblackzqq/article/details/18799887


import pygame, math, random
from pygame.locals import *

# 2
pygame.init()
width, height = 640, 480
screen = pygame.display.set_mode((width, height))
keys = [False, False, False, False]
playerpos = [100, 100]
acc = [0, 0]
arrows = []

badtimer = 100
badtimer1 = 0
badguys = [[640, 100]]
healthvalue = 194

# 3
pygame.mixer.init()
player = pygame.image.load("resources/images/dude.png")
grass = pygame.image.load("resources/images/grass.png")
castle = pygame.image.load("resources/images/castle.png")
arrow = pygame.image.load("resources/images/bullet.png")
badguyimg1 = pygame.image.load("resources/images/badguy.png")
badguyimg = badguyimg1
healthbar = pygame.image.load("resources/images/healthbar.png")
health = pygame.image.load("resources/images/health.png")
gameover = pygame.image.load("resources/images/gameover.png")
youwin = pygame.image.load("resources/images/youwin.png")

# 3.1 - Load audio
hit = pygame.mixer.Sound("resources/audio/explode.wav")
enemy = pygame.mixer.Sound("resources/audio/enemy.wav")
shoot = pygame.mixer.Sound("resources/audio/shoot.wav")
hit.set_volume(0.05)
enemy.set_volume(0.05)
shoot.set_volume(0.05)
pygame.mixer.music.load("resources/audio/moonlight.wav")
pygame.mixer.music.play(-1, 0.0)
pygame.mixer.music.set_volume(0.25)

# 4 - keep looping through
running = 1
exitcode = 0
while running:
    badtimer -= 1
    # 5
    screen.fill(0)
    # 6
    for x in range(int(width / grass.get_width()) + 1):
        for y in range(int(height / grass.get_height()) + 1):
            screen.blit(grass, (x * 100, y * 100))
    screen.blit(castle, (0, 30))
    screen.blit(castle, (0, 135))
    screen.blit(castle, (0, 240))
    screen.blit(castle, (0, 345))
    # 6.1
    position = pygame.mouse.get_pos()
    angle = math.atan2(position[1] - (playerpos[1] + 32),
                       position[0] - (playerpos[0] + 26))
    playerrot = pygame.transform.rotate(player, 360 - angle * 57.29)
    playerpos1 = (playerpos[0] - playerrot.get_rect().width / 2,
                  playerpos[1] - playerrot.get_rect().height / 2)
    screen.blit(playerrot, playerpos1)
    # 6.2 - Draw arrows
    for bullet in arrows:
        index = 0
        velx = math.cos(bullet[0]) * 10
        vely = math.sin(bullet[0]) * 10
        bullet[1] += velx
        bullet[2] += vely
        if bullet[1] < -64 or bullet[1] > 640 or bullet[2] < -64 or bullet[
            2] > 480:
            arrows.pop(index)
        index += 1
        for projectile in arrows:
            arrow1 = pygame.transform.rotate(arrow, 360 - projectile[0] * 57.29)
            screen.blit(arrow1, (projectile[1], projectile[2]))

            # 6.3 - Draw badgers
    if badtimer == 0:
        badguys.append([640, random.randint(50, 430)])
        badtimer = 100 - (badtimer1 * 2)
        if badtimer1 >= 35:
            badtimer1 = 35
        else:
            badtimer1 += 5
    index = 0
    for badguy in badguys:
        if badguy[0] < -64:
            badguys.pop(index)
        badguy[0] -= 7
        # 6.3.1 - Attack castle
        badrect = pygame.Rect(badguyimg.get_rect())
        badrect.top = badguy[1]
        badrect.left = badguy[0]
        if badrect.left < 64:
            hit.play()
            healthvalue -= random.randint(5, 20)
            badguys.pop(index)
            # 6.3.2 - Check for collisions
        index1 = 0
        for bullet in arrows:
            bullrect = pygame.Rect(arrow.get_rect())
            bullrect.left = bullet[1]
            bullrect.top = bullet[2]
            if badrect.colliderect(bullrect):
                enemy.play()
                acc[0] += 1
                badguys.pop(index)
                arrows.pop(index1)
            index1 += 1
        index += 1
    for badguy in badguys:
        screen.blit(badguyimg, badguy)

        # 6.4 - Draw clock
    font = pygame.font.Font(None, 24)
    survivedtext = font.render(
        str((90000 - pygame.time.get_ticks()) / 60000) + ": " + str(
            (90000 - pygame.time.get_ticks()) / 1000 % 60).zfill(2), True,
        (0, 0, 0))
    textRect = survivedtext.get_rect()
    textRect.topright = [635, 5]
    screen.blit(survivedtext, textRect)

    # 6.5 - Draw health bar
    screen.blit(healthbar, (5, 5))
    for health1 in range(healthvalue):
        screen.blit(health, (health1 + 8, 8))

        # 7
    pygame.display.flip()
    # 8
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            exit(0)
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_w:
                keys[0] = True
            elif event.key == pygame.K_a:
                keys[1] = True
            elif event.key == pygame.K_s:
                keys[2] = True
            elif event.key == pygame.K_d:
                keys[3] = True
        if event.type == pygame.KEYUP:
            if event.key == pygame.K_w:
                keys[0] = False
            elif event.key == pygame.K_a:
                keys[1] = False
            elif event.key == pygame.K_s:
                keys[2] = False
            elif event.key == pygame.K_d:
                keys[3] = False
        if event.type == pygame.MOUSEBUTTONDOWN:
            shoot.play()
            position = pygame.mouse.get_pos()
            acc[1] += 1
            arrows.append([math.atan2(position[1] - (playerpos1[1] + 32),
                                      position[0] - (playerpos1[0] + 26)),
                           playerpos1[0] + 32, playerpos1[1] + 32])
            # 9
        if keys[0]:
            playerpos[1] -= 5
        elif keys[2]:
            playerpos[1] += 5
        if keys[1]:
            playerpos[0] -= 5
        elif keys[3]:
            playerpos[0] += 5

            # 10 - Win/Lose Check
    if pygame.time.get_ticks() >= 90000:
        running = 0
        exitcode = 1
    if healthvalue <= 0:
        running = 0
        exitcode = 0
    if acc[1] != 0:
        accuracy = acc[0] * 1.0 / acc[1] * 100
    else:
        accuracy = 0

        # 11 - Win/Lose display
if exitcode == 0:
    pygame.font.init()
    font = pygame.font.Font(None, 24)
    text = font.render("Accuracy: " + str(accuracy) + "%", True, (255, 0, 0))
    textRect = text.get_rect()
    textRect.centerx = screen.get_rect().centerx
    textRect.centery = screen.get_rect().centery + 24
    screen.blit(gameover, (0, 0))
    screen.blit(text, textRect)
else:
    pygame.font.init()
    font = pygame.font.Font(None, 24)
    text = font.render("Accuracy: " + str(accuracy) + "%", True, (0, 255, 0))
    textRect = text.get_rect()
    textRect.centerx = screen.get_rect().centerx
    textRect.centery = screen.get_rect().centery + 24
    screen.blit(youwin, (0, 0))
    screen.blit(text, textRect)

while 1:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            exit(0)
    pygame.display.flip()

